Teras Kasi Archive

Thread: TKM (PvE) TANK IS ESSENTIAL TO GROUP

AtraJedi
Thu Apr 21, 2005 1:20 pm
#1

I played a TKM for a year on SWG. I also played a Monk in EQ2 for 4 months. Although VERY differnet games, Monks and TKM's were kin.


With the CU, A TKM is much more like Monk in EQ2. A Monk is an avoidance based "tank", while other classes in EQ2 were mitigation tanks. (Note: Monks were a debated tank many players thought they were DPS).


TANKS ARE ESSENTIAL!


With group sizes being limited to 8 (I think that is correct), the TANK and HEALER are anchor positions. Basically, a group cannot function at 100 percent without these two anchor positions, making the TKM and BH ESSENTIAL for groups as tanks.


Thus, as a TANK, we are essentially LEADING the group. Our PvE job will be to:



  • Initiate attacks on PvE encounters.

  • Keep Aggro of the mob on US and OFF everyone else.

  • Allow other gorup members to perform their functions (DPS or CC).

  • Keep healer safe while the healer focuses on healing YOU.

  • If the TANK goes, it's likely the group will WIPE.

I'm not sure how this will factor into PvP since you cannot "taunt" or attract attention of other players who will most likely go for the group healer FIRST.


INITIAL IMPRESSION OF CU



  • On paper, I love it! I just came back from EQ2 (EP3 got me excited). The combat system in EQ2 was far more fun than SWG as it currently stands. (Note: EQ2 does nto have PvP)

  • On TC, I almost CRIED! I logged onto test center, configured my TKM and went out to battle. It took me about 15 minutes to take down a lvl 28 mob where I was lvl 54. I darn near had a heart attack after viewing the animations (or lack of).

  • Keep in mind that TC experience was limited, VERY LIMITED. I think I was most shocked by the lack of animations but it IS on TC. I'll need to go back and actually play it.

Anyway, bottom line is... TANKS and HEALERS are essential to any PvE group. I'm nto sure about PvP yet.


Atra






-Atra
-New Sig coming soon
FantasticPlastic
Thu Apr 21, 2005 7:07 pm
#2

Well said. It's encouraging to see somebody actually taking a constructive approach and looking at these things in terms of the role each profession plays.

O.



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DrBonzai
Fri Apr 22, 2005 1:04 am
#3

Too many people are crying that the sky is falling.


People need to remember that the CU is still in beta and that the devs haven't even ballanced out all the professions in the CU yet!




DrBonzai
Ramona_Garcia
Fri Apr 22, 2005 1:55 am
#4

Joy. Shouting "TKM CL56 LFG". "Sorry, we already have a tank, looking for a nuker and a mezzer". That's fun, yup yup. Essential classes, shouting fro groups, level fixation... yup yup, sooooooo much fun. Like EQ1.


Lokks like I'll drop ground PvE from my game activities if they don't change the CU to allow more varied playstyles than EQ style grouping with essential jobs, forcing specialisation.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
Aeon_Calcos
Fri Apr 22, 2005 2:28 am
#5


I completely agree with this notion of what tka should be right now, and all though i've never played EQII i have had tanking experience from FFxi. And right now TKMs are in a state of limbo, we dont have our old power. And our abilities as of right now do not function effeciently enough to allow us to be a staple role in this game.


On paper we are supposed to be the best tanks in the game through avoidance. We are supposed to have average damage output. Judging by our abilities we should have one active and one passive way to control the agression of the mob, but neither of those abilities work correctly. So let's just go through the list of TKM only abilities.


Taunt


Melee Hit


Melee Strike


Lunge


Armor Break


KD Recovery


Blind Recovery


Dizzy Recovery


Stun Recovery


Meditate


Power Boost


Force of Will


Improved Center of Being


Advanced Leg Sweep


Advanced Combo


Advanced Dizzy



Now by simpley looking at this list we have two non-combat abilities, three damage attacks, four state recoveries. four debuff or state attacks TWO of which do the same thing, ONE agro drawing ability , and one ability that is supposed to buff our avoidance to a level where we become by far THE BEST tanks in the game.



Damage


Right now our unarmed damage modifier is just that... and UNARMED damage modifier, if we have any unarmed weapons equiped this does not carry over to our other weapons. In turn we are right now more effective with our fists than we are with any knuckler equiped. Advanced Combo obviously isn't working correctly either considering Melee hit even does more damage than it. Meaning TKA's (3 out of 5 offensive rating) do less damage than pikeman (2 out of 5 offesive rating). So if a pikeman equiped with a Night sister energy lance can do 1.2k damage with Impale and a rifleman can do about 2.1k damage with a T-21 we should be rating somewhere in the realm of 1.5-1.7k damage everytime we use Advanced combo with our razorfist knuckler.



Tanking


Next between rifleman's damage dealing, and Doctors healing, dealing out hate is impossible for us right now. Taunt simply isn't powerfull enough to maintain with the hate generating abilities of other professions. In order to be the most sought after tank for high level groups looking for high level content, we need agro control, and we need to be able to avoid a much higher percentage of attacks. 65-80% when Center of Being is activated would be most preferable. Another issue with center of being is the simple fact that we don't get any better with it than we do at x1xxTKA which makes it very dabbler friendly. If we're supposed to be avoidance masters, then master TKA's should have a bonus to their staple skill.


Other issues. When all is said and done, there are a few things that us TKM's shouldn't have, powerboost under the new system is too powerful compared with Master Doctor buffs. Sure it'll make us less powerfull, but in the fairness scale, it takes too much away from the Master Doc profession. Either their buffs should be increased, or our own self buff should have a different effect. If that is improved resistance against states, increased effieciency with applying states, increased effienciency in evasion, increased effiency with our ability to taunt. There are many other alternatives, But all TKA should need at this point are abilities to be evasive and maintain control of agro while still being able to do decent damage in comparison with other professions.




Get Busy Living, Or
Get Busy Dying.

-Keldonn Creep
Kesaah
Fri Apr 22, 2005 2:32 am
#6

I'll definatly be keeping TKM and Doc post CU. I have always played Tanking professions in every mmorpg (Although i haven't played EQ) i have played. Like the original poster said the group is fine with the tank but as soon at they are dead say goodbye group.

Message Edited by Kesaah on 04-22-2005 10:33 AM

Jocephus
Fri Apr 22, 2005 3:35 am
#7

Well I did quit SWG to go play EQ2 for about 2 weeks and for the most part I hated almost everything about that game, so I hope it'snot too much likethat game. I'm not going to make any moronic statements like "as soon as the CURB hits I'm cancelling my account." I am not going to stress out over the whole change until I play the finished product.


They have also stated that they haven't finished the animations on TC because they haven't finalized the specials. Once those are finalized, then they will add in/change the animation. The mechanics are what's important right now. My only hope is that they don't rush to get it done by May 5th. I am more than willing to wait a while longer for a more balanced and fun product.
Jocephus
Fri Apr 22, 2005 3:37 am
#8

Also, dont forget.... they have also stated that everyone will probably be able to purchase stims that you can use w/ no medical abilities. So you might not necessarily need a healer in every group.
Ramona_Garcia
Fri Apr 22, 2005 4:18 am
#9

Those stims are there, but you can use them only once per minute.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
Nerz
Fri Apr 22, 2005 4:31 am
#10






Jocephus wrote:


They have also stated that they haven't finished the animations on TC because they haven't finalized the specials. Once those are finalized, then they will add in/change the animation.






Please qoute this statement(and make sure it is not only about sounds).



Jocephus
Fri Apr 22, 2005 7:01 am
#11

No.


I do not have "monkey boy" tattooed on my forehead. Do your own research. I don't have time to go scouring previous posts so I can satisfy your needs. I read it 2 weeks ago & I don't remember where. If you want to find the quote search for it yourself.
Nerz
Fri Apr 22, 2005 7:49 am
#12



Yeah its just "the" thing many people want to know *rolleyes* and you cant proof it.


Its like saying "the devs said teras kasi will avoid 80% of the hits" or brabbling about background for teras kasi without any source.


Plain stupid



ps:btw of course idid my own research

Message Edited by Nerz on 04-22-2005 08:17 AM

KillerBeez
Fri Apr 22, 2005 8:32 am
#13

The powerboost is there to give some balance to melee over ranged and give melee tanks extra boost. When you large scale pvp you will understand.



Beez
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